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Cart #48076 | 2018-01-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Ultraviolent Graveyard Defender is a Tower Defense game, made in the Fantasyconsole Pico8

Defend the Graveyard from the oncomming waves of Gravediggers

Controls:

arrow keys to select the platform

Y (or Z) and then left and right arrow to switch between towers and arrow up to select it

You can only place towers in the boxes beside the track
and the tombstones on the graveyard indicate how many lifes you have left

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I like it, but I can't kill the yellow thing!!

I think it would be easier if you moved the cursor with the arrows, and if the 2 buttons worked where one opened the build menu, the same button selected something, and the other closed the menu, instead of using the down arrow to close it and up to build.

Also, for some reason the buttons stop working once I've lost?


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I hope you don't mind, but I made some modifications that you might like!

  • changed controls:

    • arrow keys move cursor on map and menu
    • z opens menu, builds tower
    • x closes menu
  • map cursor turns red on menu open

  • added sound effects:

    • sfx(16) -- open menu
    • sfx(17) -- close menu
    • sfx(18) -- build tower
    • sfx(19) -- can't buy
    • sfx(20) -- lose a gravestone
  • added boss hp counter (top right of screen when boss appears)

  • made restart on lose/win skip title and instructions

  • called _init() on restart (buttons stopped working before)

  • _init() resets map values where towers were on restart

  • music restarts on new game

I also managed to beat the game :D

Here's a video of it: https://www.youtube.com/watch?v=kCcdnJZMMgY


@joseph3000

thanks for your feedback and for even taking the effort to optimize the game (I actually like your modifications very much) :)

I am happy to hear that you managed to beat the game, especially because I wasn't sure about the balancing (tried to make the tower positioning and the choice of towers matter, but I did not know if it might feel unfair for players).

In an older version I had the _init() called and the music started when leaving the instruction-scene but it seems that was not the case in the version I uploaded at 2018-01-04, so thanks again for letting me know.


I thought it was very balanced, at least in that the solution existed but was not obvious. I've tried different strategies and none of them worked, so I thought it was clever how perfectly the waves were constructed to yield one solution.

Any plans to make more maps? Improvements?


Well, I propably should (at least some more levels), because new levels wouldn't take much effort, now, that the first one is done (basically just be typing in numbers in arrays, replacing sprites, the only thing I would have to think twice about would be the balancing).

I won't guarantee, that an extension will be coming, but I will see if i can find some time for it ;)

May I use your optimised version for this?



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